Subj : Help ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ >Does anybody know any cheats for Tradewars or Death Masters? 1. Have you tried buying a drink for the bartender in Death Masters? 2. What will buying a drink for the bartender do? I do it all the time and it does nothing... 3. Nevermind...it gives you a power name...gocha 4. He'll give you a "power name." If you want, you'll change your current warrior name to the "power name" and you'll get a boost in attributes, such as strength, defence, etc. In the arena, if someone demands that you hand over your weapon, DO SO! You'll get a much better weapon in return. In the arena, if someone demands that you hand over all your gold, say NO! No harm will come to you. Always remember what armor you're wearing when asked....you'll get better armor. 5.You can always hit ips at the menu to get extra help...... Subj : Lord ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Mail from other females? -->Perhaps the reason you were getting mail from other females is because the game changed your sex. I attack a sage in one of the LORD modules and became a female when I was a male, only the game didnt tell me. :( Aren't there IGM's that you can go to and change the sex of another warrior... by paying so much in gold!?!? -->Don't know about paying for it but there is a IGM called Phantom of the Catacombs that will do the deed for you. Just run over to Mr Hook and boom... instant sex change hehehehe Subj : LORD ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ > In the Village of Phoenix IGM you can tip the bartender generously and he will tell you there is a casino in the back of the Tavern. How do you get into the casino? When you tip the bartender he will tell you what to type in, I think it's : PHOENIX SENT ME or something similar, try typing that in the inn, if it duz not work tip the bartender and see what else he sez. Subj : Re: lord ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Invincibility? You can feel invincible if you go to Barak's house then walk in like you own the place and then kick him in shin and have a good laugh. He will give you some ultra ale that makes you feel invincible. Another thought! Yeah, it raises your hitpoints by about as much as the Jennie HOTT code. DON'T do it and then the jennie code, jennie raises your hitpointss based on you level, not your current hitpoints, to a certain amount. -->We have the jennie SEXY code which gives us an extra User Battle! Subj : Re: Fairies ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Q: Can U actually CAtch the fairie if u are the fighter.... i have tried about a dozen times and all i get is the Thornberrys . Do u have to be the thief to rob the bank. A: 1. Yep, all three classes can catch the fairy. Just keep trying. It's more probably that you will get the Thornberry Bush, but now and then you get the fairy. 2. Also, the higher level you are, the easier it is (at least that's the way it seems.) 3. Not only do faries keep you alive, if you are a THEIF and catch one, go to the bank, and press either 1 or 2 and the fairy will pick the lock and you can steal from the safe! TRADE WARS Help or advice ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Comment: 1 GOOD vs 1 EVIL. In other words you are saying 100,000 fighters is what 2 Evils will produce, so 50,000 is what 1 evil will produce. Considering all his bust problems are somehow taken care of, and 1 Good will still make 36,000 fighters just from planets. You forget to mention that the planets produce not only fighters. I am now making 4 million per day by selling organics & equipment in a 250 turn game. Response: Not the first week of a new game, you aren't! That is when your planets will die! You've made it quite clear that you don't know what you are talking about, and that you have never actually faced any skilled competition. I'd shut up while you're still ahead. Without the "Helpers" you wouldn't know where the dead end sectors were.. So you wouldn't find the good's planet.. but now you all cheat with helpers sure anything can be done... More... So you can not answer with facts and back up your outrageous claims so you jump on the "you cheat" wagon. Even without a helper a evil team will still dominate, would need to change a few things on how you play it but a "good aligned" player will suffer more from not having a helper, you need to always be moving to find new ports to trade. I well remember the 1st days I played this game, was lucky to make 50-100k a day. Further Comment: And I'll have to dissagree with you as well.. since I will not have a level 1 planet in the universe.. I will at least 10 different planets all over the place.. now what are you going to do with those 6 million credits that you earned ? (Keep in mind it didn't take you 3 days to earn them.. because you don't earn 2 million on day 1) And now what are you going to buy with your 6 million? Fighters? --> Day six, you have ten level-1's (hardly believable, but I'll give you the benefit of the doubt), and I have 6 million credits in my pocket. This is how I spend it (and how I spend days 7 and 8)... 4.5 million - 1,500 ether probes, more than adequate to *COMPLETELY* probe the universe; 500,000 - lots atomic detonators, plenty for your planets and everyone else's; 1 million - should be plenty to take out any mines, etc. you and others might be able to afford that first week... SORRY, YOU LOSE!!! Wait! Wait! Wait... You forgot to include the fighters.. now 10 level 1's planets no matter what level they are will be producing a very good number of fighters.. for example I have 14 planets right now and they produce 55,000 per week.. this is not the maximum because half are producing organics & equipment which lowers the amount of fighters you produce..and remember you have to have a good number more than me.. Good vs Evil! 1. Most of the discussions are about 4 good vs 2 evil. 1 on 1 or 2 on 2, good doesn't have a prayer except in some rookie's imagination. The main problem with the 4 on 2 discussion is that I have never had a 4 man team go against our 2 man (except for a breif experiment with the multi-node bug, they started it, we eliminated them). 1 on 1, the evil will win every time, given close skill. 2. Here most of the goods are afraid someone will backstab em if they team up so they play solo which of course is not a challenge. 3. Woah!! Goods are more treacherous than Evils? There really must be honor amoung theives. 4. Ok, I am no expert on the matter but I have to disagree with you. In a 250 turn game, evils can be making (rough estimate) 2 mill a day after the 3rd or 4th day. Lets say that I do this for 3 days. I have 6 million credits to buy fighters and stuff with and you only have a level 1 planet. I find it, destroy it. And what do you do? Watch me win the game. I am new to the true ways of the evil player, but if you have a half decent evil player vs a very skilled good player, chances are the evil will come out on top. Thats what I think... - 5. I don't know if I'd go that far. Money doesn't mean much if you don't know what to do with it. We had a 4 man good team using the multi-line bug against us and had billions of credits and millions of fighters all over the universe before we caught on. When my 2 man evil team used this bug just one night we were able to wipe out the 4 man team in just a couple of days. Alignment wouldn't have mattered in this case. They should have been able to put us away several days before we started using the bug, but the just didn't know how to. We did. I think skill is extremely important, and will rate it over money making ability. 6. I totally agree. I guess that the question here is what is a decent player and what is a good player. I concider myself a decent player right now (Although I am learning quickly). If I have the money I know how to take down an individual or a entire team. Again that is if I have the cash. Back to the subject, if you have a 1 on 1, with a decent bad person and a great good person, i think that the evil should still win. the advantages of evil are jsut too good. 7. If I were deprived of my helper, I would simply sit back and run SST for several months while you build up your planets to level-6. Then some wandering twit runs across one of your bases and posts it in the daily log, and I come down on you with sixteen million fighters. So, you still have a bunch of planets. So what? And I go back to SST, confident in my safety because everyone else is as blind as I am. A few months later, when I am earning five hundred million credits a day in interest alone, I start shooting probes to every sector, in order, and I blow up every single port in the universe while you cower helplessly waiting for the end to come. Evil beats good, period. It's not the Evil player's helper, its not even the Evil player's skill. 8. And you keep forgetting that we are talking about the first couple weeks of the game. At that point, all the colonists in the universe wouldn't produce more than a couple thousand fighters a day. You need to quit thinking about the ancient games you are currently dominating. If you play against skilled Evils in a new game, you lose and you lose FAST. 9. Skilled evils are going to play with a partner. I'm not asking for a numerical advantage - feel free to grab a partner. Take two. It won't matter. And we *can* be making 4 mil a day between us within 7-10 days of the game starting. You aren't going to have any strong planets at that time. In an optimum situation (where you have a transwarpable planet at a Class 0), you're right: you can do it in four turns. In less optimum situations, it may take considerably more. In the message that started this disagreement, you said that a player who *wasn't* averaging three million a day *THREE WEEKS INTO THE GAME* wasn't making skilled use of his resources. Your explanation of that is based on the fact that a player can restock holds in four turns if he has a planet that he can transwarp to a class 0. How realistic is it to assume that a player will have a transwarpable planet he can use for holds restock -- and a fully-developed transporter network that covers all the sectors where he might need to steal -- three weeks into the game? Answer: If you're playing against simpletons, it's quite possible. A 2-3 player corp could probably take Ferrengal as early as day seven or eight, upgrade it on the fast track, and build the transporter network while it's building its t-warp drive. Never mind that you have a negligible fighter count three weeks into the game and that a half-decent player *playing solo* might be able to sneak in and take Ferrengal from you under those circumstances -- there aren't any half-decent players in the game. Against semi-competent players, though, the situation you're describing may *never* materialize, and there's no way it materializes three weeks into the game. Neither side may get a transwarpable planet at all, and if they get one (much more than three weeks into the game), they may think twice about parking it at a class 0 for the day -- or close enough that they have the fuel ore to warp it there and back every time one of them goes into the game. Even assuming that you can build and maintain a large enough cluster for steady stealing -- something I think is suspicious in a competitive game -- you probably have to compromise at the other end. Here's a question for you: If you were playing against competent opponents and you wanted to use this restock strategy, would you (a) leave your planet at the Class 0 all day so all of your teammates could use it, or (b) have each player transwarp it to a "safe sector" at the end of his turns? And if the answer is (b), how far away would you want to be to consider yourself safe? Remember, it's 400 units of ore per each warp you travel in each direction, and if your planet is Ferrengal (Earth-type) it produces a *max* of 5,000 units per day. (Probably much less given that an evil player isn't likely to find time to move enough people to move 15,000 to ore.) That means that with a three-player corp, if you're using option (b) and you don't want to have to *import* ore, the farthest you can park from a class 0 is *TWO SECTORS AWAY*. (Each warp costs 800 units (two-way) times three players or 2,400 units of ore.) If you're using (a), you're leaving your planet exposed, which can be a bit risky. You're also telegraphing your restock point, which can raise some interesting problems. What sorts of traps could I leave at the restock point if I logged in and found your planet there? Are there contexts where I could actually cut you off from your planet and cause it to be knocked down to level two at maintenance? And if your planet *is* knocked down at maintenance, and you're playing even semi-competent opposition (people who know how to steal and make some money -- we're not necessarily talking about Mageros and Whitises here), do you expect to be able to hold it indefinitely? Here is my own answer to the question, and also the explanation of why I allocate more turns for holds restock than you do: Option (b) is basically impractical unless you have three or more transwarpable planets, which (IMHO) is unrealistic to expect if you have any competition at all. (Even if you have three or more transwarpable planets, it's arguably a poor choice to rotate them for transwarp duty when you could be allowing the ore to build and fuel IG's to protect your cluster.) You simply can't afford to warp a planet any substantial distance six times a day; warping it a short distance (1-3 sectors) is a waste of time because it doesn't substantially decrease the odds of discovery. Option (a) is unrealistic without some modification. I may be willing to play games with multiple logins for a short time when a modest investment is on the line (for one day to get commissions, or for a week or two to share a StarShip, for instance), but if you're relying on getting through every night for months to prevent a planet from being knocked down to level two, you'll lose out sooner rather than later. One sane answer to this problem is to park the planet in a sector *adjacent* to the Class 0 (via a two-way warp) that is not in an MSL. Leaving the planet in that sector between players still leaves it fairly vulnerable (it can be discovered, attacked, trapped), but it won't be knocked down to level 2 if the sysop happens to take the BBS down for maintenance one evening when you were counting on getting through. Now: If you leave the planet adjacent to the Class 0, restock takes ten turns (beam, port, warp (6), restock, beam). If the transwarpable planet is producing enough ore per day and you're willing to invest that ore on greater efficiency, you can warp the planet to the Class 0 and warp it back next door at the end of your turns. This will cut the restock cost down to four turns plus two turns at the end of each player's turns (to move the planet back to its home next door). Either way, of course, the first player has to invest about six turns at the start of the day to deploy a fighter at the Class 0. How does this average out in terms of cost per bust? Assuming two players and two busts a day, it works out to 6 + 8 + 2 + 8 + 2 = 26 turns and 1,600 ore per day. That's 6.5 turns per bust. Assuming 1.5 busts per day, it works out to 22 turns or 7.33 turns per bust. That's definitely better than the cost of restock (ten turns *plus* the six initial turns divided over all your busts) if you leave the planet adjacent. Is it worth (a) the cost of 1,600 ore per day, and (b) the risk that if a script goes haywire, you won't have the turns to move your planet back and will get busted down to level two? IMHO, the answer depends on the game context. Subj : Re: Don't understand evil. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Re: Re: Don't understand evil. > Ok, so I want lots of EXP, but can my "busts" be cleared by my 'evil' > partener? Yes. As soon as you partner is busted, you're clear to steal there again, and vice versa. > And once I'm busted, can I go back again before it is cleared? There is a 14 day bust cycle built into the game, they clear at extern every 14 days from the first day of game. Depending on when you get busted, you may be able to return in as little as 1 day, or you may have to wait up to 14. A good player utility will keep track of this for you. > How is it cleared excatally, does someone else need to get busted, or > just > trade there? They have to be busted. A port only keeps one bust record at a time, always the most recent. Subj : Re: Don't understand evil. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Re: Re: Don't understand evil. > 10k fighters on it. My friend has good exp, so I think we'll > turn evil soon > and make more money, (Though he has an ISS) Be careful doing this! If one of you goes evil while the other is still good, you BOTH start losing lots of exp. every day for "associating with slime". If your partner goes evil, make sure he parks or sells the ISS FIRST, or Captain Zyrain will vaporize him immediately. Subj : Don't understand evil. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ -->How is it cleared exactly. Does someone else need to get busted, or just trade there? Busts are cleared in two ways: if another player gets a normal bust for stealing there, then your bust is clear. It is important to note that is they get busted from stealing there twice in a row, instead of just a normal bust, it does NOT clear your bust! The other way busts clear is when maintenance runs on a game day which is a multiple of 14. (The v-screen shows you the game day.) Subj : Re: Don't understand evil ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The port can only remember one bust at a time. If your partner gets busted where you've been busted, then you're free to rob again there, cause they don't remember you. EXTERN.EXE clears busts every fourteen days, so if you get busted at a port on day 13, it will clear the next time EXTERN runs and you're free to rob again. How does it clear busts, you ask? Well, it just goes to EVERY port record and wipes the "Last robbed by:" field clean. Subj : Best Fighter Production ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Q: Is there a formula usable for colonist distribution? If there is what is it? A: I'm sure there are others here who can better answer such a question. This is what works for me. First, I don't normally bother with anything other than a class M planet. Call it a personal bias. When I distribute the colonists, I take the total number of colonists and divide by 23. I then multiply that number by 13 to get the number of colonists to put into equipment production or by 7 to get the number of colonists to put into organics production. The rest of the colonists go into fuel ore production. I cap the colonist levels at 15000, 14994, and 14989 for fuel ore, organics, and equipment respectively. As you go above that level, production drops off. þ